Crafty Games

Crafty Games is a roleplaying games company publishing the acclaimed Spycraft espionage RPG. It supports both Spycraft v1 (published under the d20 System licence) and Spycraft v2 (published under the Open Gaming Licence - OGL)

Skills

New Skill Tags
Dark Side (DSD): This skill or check is strongly aligned with the dark side of the Force. A character must have a Dark Side rating equal to or greater than the listed value to make this check.
Light Side (LSD): This skill or check is strongly aligned with the light side of the Force. The character must have a Light Side rating equal to or greater than the listed value to make this check.
Vitality Point Cost (VPC): This skill taxes the character physically and/or mentally, slowly chipping away at his endurance. When a character makes a skill check with this tag, he must pay this amount of vitality as listed to the right of the tag. If the character is a standard NPC, he may instead reduce his Damage save by 1 per 3 points of Vitality cost (rounded up) for the duration of the scene to make this check.

Force Manipulation (All – Focus Skill)
You have learned to master the Force, a mystical energy that flows through all things. By bending it to your will, you can accomplish superhuman feats of strength and agility, project or control energy, or affect the minds and bodies of others.
Focus Options: Absorption, Corruption, Courage, Disruption, Drain, Endurance, Fear, Force Jump, Healing, Invisibility, Lightning, Mind Trick, Sense, Speed, Stun, Telekinesis, Unity, Wound.
Attack Actions: Force Push.
Dramatic Conflict: None.
Sample Knowledge: Force-users, heroes and villains throughout history; philosophical treatises on the Force, including the Light and Dark Sides; large-scale disturbances in the Force (destruction of a planet, death of a powerful Jedi master, a dark turn of fate).

Disruption Check
(Int; Passive; Concentration, Vision, Vitality Point Cost 2/minute)
Time Varies • Base Error Range 1-2
By cloaking yourself in the living Force, you can disrupt nearby mechanical objects, concealing yourself from sensors. Select 2 types of security sensors, chosen from the following: chemical sniffer, electric eye, heat sensor, motion sensor, noise sensor, pressure plate, vibration sensor, or x-ray sensor (see Spycraft 2.0, page XX). When any security device of the designated type targets the character (trying to find or attack him), its Power Rating decreases by an amount determined by his check result, as shown on Table X.X: Disruption Checks, below. Further, while under the effects of this check, you are considered invisible to any characters with the Construct quality.

Table X.1: Disruption Checks
Check Result   Power Rating Decrease
15-20                        -1
21-30                        -3
31-40                        -5   
41-50                        -7
51-60                        -9
 

This effect lasts as long as you maintain concentration, costing 2 vitality per minute.
    Alternatively, you may use your Force Manipulation/Disruption focus when making a Force Push combat action at the cost of 2 additional vitality. Any characters with the Construct quality that are struck by this attack must make an additional Will save (DC equal to 10 + ½ your check result) or be stunned for 1 round.
    With failure, you lose all vitality spent to make the check, and may try again next round.
Cooperative: No.
Synergy Skills: Computers, Electronics, Security.
Retry: Yes, but your error range increases by 2 each time.
Threat: You easily overcome the machinery’s resistance. If concealing yourself from sensors, you may select an additional type of sensors to be affected by this ability; if using Disruption in conjunction with Force Push, the target is stunned for 1d4 rounds.
Critical Success: You annihilate the machinery’s defenses. If concealing yourself from sensors, the check loses the Concentration tag, allowing you to maintain the power as long as you pay the vitality cost; if using Disruption in conjunction with Force Push, the target is stunned for 2d4 rounds.
Error: You’ve underestimated the strength of the systems. Your Disruption result caps are decreased by 5 and your Disruption error range is increased by 1 until the end of the current scene, or until you succeed with a Disruption check (whichever comes first).
Critical Failure: You cannot penetrate this technology with the Force. If concealing yourself from sensors, you fail the check and may not make another Disruption check for the rest of the scene; if using Disruption in conjunction with Force Push, you may not attempt to use Disruption in conjunction with Force Push for the rest of the scene.

Endurance Check
(Con; Active; Vitality Point Cost 2/minute)
Half action • Base Error Range 1
By linking your mind with the Force, you can elevate yourself above the concerns of the flesh. Make an Endurance check, and compare your result to Table X.X: Endurance Checks to determine the benefit:

Table X.2: Endurance Checks
           Subdual       Cold/Heat                 Conditions
Result  Threshold    Damage Resistance   Removed/Ignored
15-20        +1               1/--                      Fatigued
21-30        +3               2/--                      As above, plus exhausted
31-40        +5               3/--                      As above, plus stunned
41-50        +7               4/--                      As above, plus unconscious
51-60        +9               5/--                      As above, plus dying

 

With success, you add the according amount to your subdual thresholds, you gain Damage Resistance to cold and heat damage, and remove or ignore all conditions listed for one minute. You may maintain this ability at a cost of 2 vitality per minute after the first.
    With failure, you gain no benefits and lose all vitality spent to make the check.
Cooperative: No.
Synergy Skills: Athletics.
Retry: No.
Threat: Your Endurance result caps are increased by 5 and your Endurance threat range is increased by 1 until the end of the current scene, or until you fail with an Endurance check (whichever comes first)..
Critical Success: The vitality cost to make or maintain Endurance checks is reduced to 1/minute for the rest of the scene.
Error: Your Endurance result caps are decreased by 5 and your Endurance error range is increased by 1 until the end of the current scene, or until you succeed with an Endurance check (whichever comes first).
Critical Failure: You immediately become fatigued and your subdual threshold is reduced by 2 points for the rest of the scene.

Force Jump Check
(Str; Active; Armor Check Penalty, Flat-Footed, Vision, Vitality Point Cost 2)
Time Varies • Base Error Range 1
When leaping between two moving surfaces (such as two moving vehicles), you suffer a –4 penalty with your Jump check.
    You may use the Force to propel you extraordinary distances as a half action. With a successful Force Jump check (DC 10), you clear a distance as shown on Table X.X: Force Jump Checks (see page XX). To calculate the distance jumped, find the difference between your check result and the DC, then divide that number by the jump interval listed on Table X.X (rounding down). Finally, add this result to the minimum distance listed on Table X.X to find the actual jump distance.
    If this distance exceeds the maximum distance listed on Table X.X, then you jump the listed maximum distance.

Example: Somewhere over Naboo, Atrodos leaps from the outside of a slow-moving droid fighter to a Republic gunship hovering nearby (a 50-ft. jump). He has a running start over the fighter’s hull of 20 ft. — enough to make a running jump — and therefore covers a base distance of 20 ft. with a jump interval of 1/2.
    He scores a Jump check result of 27, which translates to an additional 34 ft. (17 over his DC, divided by a jump interval of 1/2). Added to his base distance of 20 ft., we find that Atrodos jumps 54 ft. — just enough to reach the gunship’s cabin.

The distance you jump is counted against your movement for the round. If, for any reason, your jump distance is not limited by your height and exceeds your standard Speed, your jump movement replaces your standard Speed-granted movement during the current round, and you move the full jump distance in a single leap.
    All horizontal jumps involve an arc, the highest point of which is equal to 1/3 the jump distance (rounded down).
    With a failed Jump check, you land poorly and skid to a halt, suffering 1 point of subdual damage and become flat-footed. If you’re jumping over a gap, you skid to a halt just short of the gap’s edge, suffering 1 point of subdual damage and become flat-footed..
    A jump always begins and ends during the same Initiative Count.
  Additionally, as a free action, you may also make a Force Jump check (DC 20) to reduce falling damage. If this check is successful, rather than rolling, you suffer only 1 point of damage per die of falling damage you would normally suffer. This damage may not be further reduced by class abilities, armor, or other sources. With failure, you suffer the full damage.

Table X.3: Force Jump Checks
Jump Type          Min. Dst    Interval   Error Increase
Running jump*       20 ft.     1/2        +0
Standing jump       10 ft.     1          +0
Running high jump*  5 ft.      2          +0
Standing high jump  5 ft.      4          +0
Backward jump       5 ft.      4          +1
 

* You must move 20 ft. before you may make a running jump. You cannot make a running jump with a heavy load or when you’re wearing heavy armor (see page XX).
Character Speed: The distances listed here assume you have a Speed of 30 ft. per round. If feats, abilities, or other conditions cause you to move faster or slower than that, your jump distances should be modified proportionally (always rounding down).

Example: Atrodos gains the Sprint feat, which increases his base Speed to 40 ft. per round. He makes a running jump that clears a total distance of 10 ft. As his Speed is 1/3 higher than average now, the actual distance he jumps is increased by 1/3 (rounded down), or 3 ft. In this case, Atrodos jumps a total of 13 ft.

Cooperative: No.
Synergy Skills: Acrobatics.
Retry: Yes, with GC permission (some maneuvers are impossible a second time). Also, the circumstances of a jump may change with each attempt (if you fail a long jump and fall into a pit, for instance, you may have to make a high jump to get out).
Threat: The distance you leap increases by the minimum distance for your type of jump as listed on Table 2.11: Jump Checks, over and above the standard calculated distance.
Critical Success: You leap the maximum possible distance for your type of jump, or the distance indicated by the result (even if it exceeds this maximum possible distance), whichever is greater.
Error: In addition to the standard effects of failure described above, you become flat-footed.
Critical Failure: If leaping across a gap, you fall in, suffering damage per the distance fallen. If leaping over solid ground, you land badly and skid to a halt, suffering 1d4+1 subdual damage and becoming flat-footed.

Mind Trick Check
(Cha; Secret; Hearing, Language, Vision, Vitality Point Cost 4)
Full Action • Base Error Range 1-2
You can use the Force to “encourage” cooperation from others. Select a target standard character within CCQ range and make a Mind Trick check, opposed by their Will save or Force Manipulation check (target’s choice).
    With success, the disposition of the target towards you changes to the value listed on Table X.X: Mind Trick Checks (if better than their current disposition towards you) for one minute. If the target’s current disposition towards you is better than the value rolled, you instead gain the listed bonus to all Fondness checks you make targeting this character (see Spycraft 2.0, page XX).

Table X.4: Mind Trick Checks
Diff.      Disposition  Fondness Bonus
1-10     Neutral         --/--
11-20   Intrigued       +1/--      
21-30   Friendly        +2/T1
31-40   Supportive    +4/T2
40+     Helpful          +6/T3
 

With failure, you lose all vitality spent on the check and may not target this character for the remainder of the scene.
Cooperative: No.
Synergy Skills: Bluff, Impress.
Retry: No.
Threat: Your Mind Trick result caps are increased by 5 and your Mind Trick threat range is increased by 1 until the end of the current scene.
Critical Success: The result of your Mind Trick check lasts until the end of the scene (rather than the usual 1 minute).
Error: You may not target this NPC with a Mind Trick check again this mission. Further, your Mind Trick result caps are decreased by 5 and your Mind Trick error range is increased by 1 until the end of the current scene.
Critical Failure: You may not ever target this NPC with a Mind Trick check again. Further, the target’s disposition towards you is permanently reduced by 1 grade.

Sense Check
(Wis; Secret; Concentration, Cross-Check)
Time varies • Base Error Range 1
You are aware of the presence and power of other Force-users, gain clues about the future, and detect the balance of the Force in an area. The DC and time required for your Sense check is listed in Table X.X: Sense Checks, modified by conditions from Table X.X: Sense Check Modifiers.

Table X.5: Sense Checks
Check               Time         DC     Error
Detect balance      1 round      20     +0
Scry future         10 minutes   50     +2
Locate Force-user   1 minute     50     +1
 

Table X.6: Sense Check Modifiers
Condition                                    Mod             Error
Has Force Sensitive feat                     +Career Level   +0
Has a Force Balance of 1 or greater          +BR             +0
Is nearby (within a mile/same session)       +5              -1*
Is close (within 10 miles/same mission)      +0              +0
Is distant (within 100 miles/same year)      -5              +1
Is far away (within same system/same decade) -10             +3
Is far, far away (within galaxy/same era)    Triumph         +5

* minimum 1

With success, you gain hazy information about the person or event you are trying to sense – the general location of a Force-user within a city-sized area, glimpses of the future, or a general feeling about the presence of the Dark or Light sides of the Force in the immediate vicinity.
    You may only make one Sense check per scene.
Cooperative: No.
Synergy Skills: Resolve, Sense Motive.
Retry: No.
Threat: You gain accurate information about the person or event you are attempting to sense. You pinpoint the location of a Force User to within a mile of his location (gaining a +2 insight bonus to all knowledge and navigation checks to find him until the end of the scene), glean one clear piece of information about the future (gaining 1 hint from the GC for which he does not gain an action die), or learn the exact Force Balance rating of an area.
Critical Success: You gain in-depth information about the target person or event. You pinpoint the location of a Force user to within a city block of his current location (gaining a +4 insight bonus to all knowledge and navigation checks to find him until the end of the scene), glean 2 specific pieces of information about the future (gaining 2 hints from the GC for which he does not gain an action die), or fully connect to the flow of the Force through an area (increasing the cap of all Force Manipulation checks you make, and the threat range of all Force Manipulation checks you make by 1 for the duration of the scene by 5).
Error: You gain confusing information. You miscalculate the location of the target Force-user (suffering a -2 penalty to all knowledge and navigation checks to find the target until the end of the scene), glean one conflicting piece of information about the future (immediately gaining 1 misleading hint from the GC, for which he does not gain an action die), or misunderstand the flow of Force through your vicinity (granting the GC an action die).
Critical Failure: You gain incorrect information. You wildly miss the location of the target Force-user (suffering a -4 penalty to all knowledge and navigation checks to find the target until the end of the scene), glean two incorrect piece of information about the future (immediately gaining 2 misleading hinst from the GC, for which he does not gain an action die), or become disconnected from the Force in your vicinity (decreasing the cap of all Force Manipulation checks you make by 5, and increasing the error range of all Force Manipulation checks you make by 1 for the duration of the scene).

Speed Check
(Dex; Passive; Armor Check Penalty, Flat-Footed, Vitality Point Cost 4/minute)
Half Action • Base Error Range 1
Your connection to the Force allows you to move with preternatural speed for limited periods of time. Make a Speed check, and compare the result to Table X.X: Speed Checks to determine the Defense and special bonuses you gain while this power is active.

Table X.7: Speed Checks
Result      Def     Special
15-20       +1      --
21-30       +2      Run at 5x speed
31-40       +3      1 half action/round
41-50       +4      Run at 6x speed
51-60       +5      2 half action/round

With failure, all vitality spent on the check is lost and you become flat-footed.
Cooperative: No.
Synergy Skills: Acrobatics.
Retry: Yes, but the error range increases by 2 each time.
Threat: Your Speed result caps are increased by 5 and your Speed threat range is increased by 1 until the end of the current scene, or until you fail a Speed check (whichever comes first).
Critical Success: The vitality cost to make or maintain Speed checks is reduced to 2 VP for the rest of the scene.
Error: Your Speed result caps are decreased by 5 and your Speed error range is increased by 1 until the end of the current scene, or until you succeed on a Speed check (whichever comes first).
Critical Failure: Your Speed result caps are decreased by 5 and your Speed error range is increased by 1 until the end of the session.

Stun Check
(Wis; Active; Flat-Footed, Vision, Vitality Point Cost 4)
Half Action • Base Error Range 1-2
You may use the Force to stun or slow living creatures. Select a target within CQB range and make a Stun check, opposed by the target’s Will save or Force Manipulation check (target’s choice). If you win this check, check Table X.X: Stun Checks to determine how long the target is stunned.

Table X.8: Stun Checks
Difference    Duration
1-10          1 round
11-20         1d3 rounds      
21-30         1d6 rounds
31-40         1d12 rounds
40+           2d6 rounds

With failure, you lose all vitality spent on this check and become flat-footed.
Cooperative: No.
Synergy Skills: None.
Retry: Yes, though your error range is increased by 2 for each additional attempt.
Threat: Your Stun result caps are increased by 5 and your Stun threat range is increased by 1 until the end of the current scene.
Critical Success: Your target is immobilized instead of stunned by your check.
Error: Your Stun result caps are decreased by 5 and your Stun error range is increased by 1 until the end of the current scene.
Critical Failure: You may not target this character with Stun checks for the rest of the mission.

Telekinesis Check
(Dex; Active; Concentration, Hands-On, Vision, Vitality Point Cost 2/round)
Full Action • Base Error Range 1-2
You may channel the Force to move, lift, or hold physical objects with CQB range. Your strength when making a Telekinesis check is equal to 2 x your Force Manipulation ranks. Picking up an object requires you to make a Telekinesis check (DC equal to the object’s Defense – an item’s Defense is equal to 5 + its Size modifier (if stationary), 10 + its Size modifier (if moving), or its holder’s total Defense bonus + its Size modifier (if carried)).
    You may Power Lift an object using the standard Power Lifting rules by tripling the VP cost of this power (see Spycraft 2.0, page XX)
    You may also use your Telekinesis ability to disarm others. This is treated in exactly the same way as a standard Disarm check, except you must substitute your Force Manipulation ranks for your attack bonus. Other Force users may resist this power using either their attack bonus or Force Manipulation ranks (their choice).
    Once you have picked up an item, you may make a hurled attack with the item, substituting your Force Manipulation ranks for your standard attack bonus. Otherwise this is treated as a standard Hurled attack (see Spycraft 2.0, page XX), gaining a damage bonus per your standard Strength when making a Telekinesis check (see above).
Cooperative: Yes.
Synergy Skills: Athletics.
Retry: Yes.
Threat: Your Telekinesis result caps are increased by 5 and your Telekinesis threat range is increased by 1 until the end of the current scene, or until you fail a Telekinesis check (whichever comes first).
Critical Success: The vitality cost to make or maintain Telekinesis checks is reduced to 1 VP for the rest of the scene.
Error: Your Telekinesis result caps are decreased by 5 and your Telekinesis error range is increased by 1 until the end of the current scene, or until you succeed on a Telekinesis check (whichever comes first).
Critical Failure: You may not make a Telekinesis check for the rest of the scene.